mirror of
https://github.com/yogstation13/Yogstation.git
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282 lines
10 KiB
Plaintext
282 lines
10 KiB
Plaintext
/obj/item/device/assembly/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon_state = "flash"
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item_state = "flashtool"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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materials = list(MAT_METAL = 300, MAT_GLASS = 300)
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crit_fail = FALSE //Is the flash burnt out?
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var/times_used = 0 //Number of times it's been used.
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var/burnout_resistance = 0
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var/last_used = 0 //last world.time it was used.
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var/cooldown = 0
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var/last_trigger = 0 //Last time it was successfully triggered.
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/obj/item/device/assembly/flash/update_icon(flash = FALSE)
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cut_overlays()
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attached_overlays = list()
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if(crit_fail)
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add_overlay("flashburnt")
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attached_overlays += "flashburnt"
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if(flash)
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add_overlay("flash-f")
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attached_overlays += "flash-f"
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addtimer(CALLBACK(src, .proc/update_icon), 5)
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if(holder)
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holder.update_icon()
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/obj/item/device/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(user.has_disability(DISABILITY_CLUMSY) && prob(50))
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flash_carbon(user, user, 15, 0)
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return FALSE
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return TRUE
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/obj/item/device/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
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if(!crit_fail)
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crit_fail = TRUE
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update_icon()
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if(ismob(loc))
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var/mob/M = loc
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M.visible_message("<span class='danger'>[src] burns out!</span>","<span class='userdanger'>[src] burns out!</span>")
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else
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var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>[src] burns out!</span>")
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/obj/item/device/assembly/flash/proc/flash_recharge(interval = 10)
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
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burn_out()
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return FALSE
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return TRUE
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//BYPASS CHECKS ALSO PREVENTS BURNOUT!
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/obj/item/device/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
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if(!bypass_checks && !try_use_flash())
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return FALSE
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var/list/mob/targets = get_flash_targets(loc, range, FALSE)
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if(user)
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targets -= user
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for(var/mob/M in targets)
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flash_carbon(M, user, power, targeted, TRUE)
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return TRUE
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/obj/item/device/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
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if(!target_loc)
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target_loc = loc
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if(override_vision_checks)
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return get_hearers_in_view(range, get_turf(target_loc))
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if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
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return viewers(range, get_turf(target_loc))
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else
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return typecache_filter_list(target_loc.GetAllContents(), typecacheof(list(/mob)))
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/obj/item/device/assembly/flash/proc/try_use_flash(mob/user = null)
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if(crit_fail || (world.time < last_trigger + cooldown))
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return FALSE
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last_trigger = world.time
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playsound(src, 'sound/weapons/flash.ogg', 100, 1)
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times_used++
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flash_recharge()
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update_icon(TRUE)
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if(user && !clown_check(user))
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return FALSE
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return TRUE
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/obj/item/device/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
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add_logs(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
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if(generic_message && M != user)
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to_chat(M, "<span class='disarm'>[src] emits a blinding light!</span>")
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if(targeted)
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if(M.flash_act(1, 1))
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M.confused += power
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if(user)
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terrible_conversion_proc(M, user)
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visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
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to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
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else
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to_chat(M, "<span class='userdanger'>You are blinded by [src]!</span>")
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M.Knockdown(rand(80,120))
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else if(user)
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visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
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to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
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to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
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else
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to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
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else
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if(M.flash_act())
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M.confused += power
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/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return FALSE
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if(iscarbon(M))
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flash_carbon(M, user, 5, 1)
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return TRUE
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else if(issilicon(M))
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var/mob/living/silicon/robot/R = M
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add_logs(user, R, "flashed", src)
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update_icon(1)
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M.Knockdown(rand(80,120))
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R.confused += 5
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R.flash_act(affect_silicon = 1)
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user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
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return TRUE
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user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
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/obj/item/device/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return FALSE
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if(!AOE_flash(FALSE, 3, 5, FALSE, user))
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return FALSE
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to_chat(user, "<span class='danger'>Your [src] emits a blinding light!</span>")
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/obj/item/device/assembly/flash/emp_act(severity)
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if(!try_use_flash())
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return FALSE
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AOE_flash()
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burn_out()
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. = ..()
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/obj/item/device/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/human/H, mob/user)
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if(istype(H) && ishuman(user) && H.stat != DEAD)
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if(user.mind)
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var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
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if(!converter)
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return
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if(!H.client)
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to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
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return
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if(H.stat != CONSCIOUS)
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to_chat(user, "<span class='warning'>They must be conscious before you can convert them!</span>")
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return
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if(converter.add_revolutionary(H.mind))
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times_used -- //Flashes less likely to burn out for headrevs when used for conversion
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else
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to_chat(user, "<span class='warning'>This mind seems resistant to the flash!</span>")
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/obj/item/device/assembly/flash/cyborg
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/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/device/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
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return
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/obj/item/device/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon = 'icons/obj/device.dmi'
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icon_state = "memorizer"
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item_state = "nullrod"
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/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/device/assembly/flash/armimplant
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name = "photon projector"
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desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocals fix the flashbulb if it ever burns out."
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var/flashcd = 20
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var/overheat = 0
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var/obj/item/organ/cyberimp/arm/flash/I = null
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/obj/item/device/assembly/flash/armimplant/burn_out()
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if(I && I.owner)
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to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
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I.Retract()
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overheat = TRUE
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addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
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/obj/item/device/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(overheat)
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if(I && I.owner)
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to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
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return FALSE
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overheat = TRUE
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addtimer(CALLBACK(src, .proc/cooldown), flashcd)
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playsound(src, 'sound/weapons/flash.ogg', 100, 1)
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update_icon(1)
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return TRUE
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/obj/item/device/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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/obj/item/device/assembly/flash/shield
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name = "strobe shield"
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desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "flashshield"
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item_state = "flashshield"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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slot_flags = SLOT_BACK
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force = 10
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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materials = list(MAT_GLASS=7500, MAT_METAL=1000)
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attack_verb = list("shoved", "bashed")
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block_chance = 50
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
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/obj/item/device/assembly/flash/shield/flash_recharge(interval=10)
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if(times_used >= 4)
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burn_out()
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return FALSE
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return TRUE
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/obj/item/device/assembly/flash/shield/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/device/assembly/flash/handheld))
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var/obj/item/device/assembly/flash/handheld/flash = W
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if(flash.crit_fail)
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to_chat(user, "No sense replacing it with a broken bulb.")
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return
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else
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to_chat(user, "You begin to replace the bulb.")
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if(do_after(user, 20, target = src))
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if(flash.crit_fail || !flash || QDELETED(flash))
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return
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crit_fail = FALSE
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times_used = 0
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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update_icon()
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flash.crit_fail = TRUE
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flash.update_icon()
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return
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..()
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/obj/item/device/assembly/flash/shield/update_icon(flash = 0)
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item_state = "flashshield"
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item_state = "flashshield"
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if(crit_fail)
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icon_state = "riot"
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item_state = "riot"
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else if(flash)
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item_state = "flashshield_flash"
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item_state = "flashshield_flash"
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addtimer(CALLBACK(src, .proc/update_icon), 5)
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if(holder)
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holder.update_icon()
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/obj/item/device/assembly/flash/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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activate()
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return ..()
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